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Kaya A, Aydemir K, İşler A. A controversial issue in adolescents: Is the effect of digital games on creative personality traits positive or negative? Arch Psychiatr Nurs 2024; 49:67-72. [PMID: 38734457 DOI: 10.1016/j.apnu.2024.02.001] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/16/2023] [Revised: 07/18/2023] [Accepted: 02/02/2024] [Indexed: 05/13/2024]
Abstract
AIM This study aimed to determine the effect of digital games on the creativity of adolescents. METHODS This study was designed as a cross-sectional study using simple random sampling following the STROBE checklist. It was conducted with 384 adolescents between January and June 2022. Data were collected using the Digital Game Addiction Scale for Children and the Creative Personality Traits Scale. RESULTS The adolescents were at risk for digital game addiction and had moderate creativity levels. The adolescents who had a male sex, had mothers who received primary education, started playing digital games before the age of 6 years, were using the internet for >5 h a day, had no activity other than playing digital games, and preferred action, adventure, and fighting games had higher digital game addiction levels than the other adolescents. In addition, the male adolescents had higher creativity levels than the female adolescents. There was a significant negative relationship between digital game addiction and creative personality traits among the adolescents. Digital game addiction had a negative effect on creativity. CONCLUSIONS Adolescents are at risk for digital game addiction and have moderate creativity levels. Digital game addiction negatively affects the development of creative personality traits. Interventions should be planned to prevent digital game addiction among adolescents, and adolescents should be guided to increase awareness of the effects of digital games on their creativity.
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Affiliation(s)
- Ayla Kaya
- Pediatric Nursing Department, Faculty of Nursing, Akdeniz University, Antalya, Türkiye.
| | - Kadriye Aydemir
- Public Health Nursing, Faculty of Nursing, Akdeniz University, Antalya, Türkiye.
| | - Ayşegül İşler
- Pediatric Nursing Department, Faculty of Nursing, Akdeniz University, Antalya, Türkiye.
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Hammad MA, Al-Shahrani HF. Impulsivity and aggression as risk factors for internet gaming disorder among university students. Sci Rep 2024; 14:3712. [PMID: 38355642 PMCID: PMC10867029 DOI: 10.1038/s41598-024-53807-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/12/2023] [Accepted: 02/05/2024] [Indexed: 02/16/2024] Open
Abstract
Internet gaming addiction is a global problem, especially among young individuals. Exhibiting characteristics similar to other addictions, Internet Gaming Disorder (IGD) is linked to adverse mental health outcomes. Identified as risk factors for dependence behaviors, the association of impulsivity and aggression with IGD is relatively under-researched in the student population. The present sample of 350 university students (Mage = 21.30 years, SDage = 4.96 years) from Najran university in Saudi Arabia completed an online questionnaire that included the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), the Buss-Perry Aggression Questionnaire-Short Form, and the Barratt Impulsiveness Scale (BIS-15). Results indicated that impulsivity and aggression were positively associated with IGD severity and both personality traits explained 34.6% of the variance in IGD scores. Further bivariate analyses suggested that individuals spending 7 or more hours on internet gaming were more likely to exhibit high impulsivity and aggression, and had a relatively higher severity of IGD. These results suggest that individuals with these personality traits may be more vulnerable to developing an addiction to internet gaming. These findings need to be confirmed in future more robust studies; however, this exploratory study provides insights for potential programs to prevent IGD among young individuals.
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Affiliation(s)
| | - Hend Faye Al-Shahrani
- Department of Social Work, College of Humanities and Social Sciences, Princess Nourah Bint Abdulrahman University, Riyadh, Kingdom of Saudi Arabia
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Sun S, Chen S, Wang Z, Xiong Y, Xie S. Social Networking Site Use and Emotional Eating Behaviors among Chinese Adolescents: The Effects of Negative Social Comparisons and Perspective-Taking. Behav Sci (Basel) 2023; 13:768. [PMID: 37754046 PMCID: PMC10525161 DOI: 10.3390/bs13090768] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/31/2023] [Revised: 09/05/2023] [Accepted: 09/12/2023] [Indexed: 09/28/2023] Open
Abstract
Emotional eating has emerged as a significant disordered eating and public health concern among adolescents. Despite the widespread prevalence of social networking site (SNS) use among this population, research investigating the influence of SNS use on adolescent eating behaviors remains limited. This study is to examine the impact of SNS use on emotional eating among Chinese adolescents, with a specific focus on exploring the mediating role of negative social comparisons and the moderating effect of perspective-taking. Data were obtained through an online survey involving 778 middle school students in China. The findings indicate that SNS use exerts a positive influence on adolescents' engagement in emotional eating, with this association being mediated by the presence of negative social comparisons. Perspective-taking demonstrated a protective role in the context of adolescents' utilization of social media platforms. For individuals characterized by high levels of perspective-taking, the effects of SNS use on negative social comparisons are mitigated, subsequently reducing its impact on emotional eating.
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Affiliation(s)
- Shan Sun
- Department of Psychology, Hubei University, Wuhan 430062, China
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Wong TY, Fang Z, Cheung C, Wong CSM, Suen YN, Hui CLM, Lee EHM, Lui SSY, Chan SKW, Chang WC, Sham PC, Chen EYH. Unveiling common psychological characteristics of proneness to aggression and general psychopathology in a large community youth cohort. Transl Psychiatry 2023; 13:255. [PMID: 37438366 DOI: 10.1038/s41398-023-02538-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/13/2022] [Revised: 06/20/2023] [Accepted: 06/21/2023] [Indexed: 07/14/2023] Open
Abstract
Elevated aggression in individuals with psychiatric disorders is frequently reported yet aggressive acts among people with mental illness are often intertwined with proneness to aggression and other risk factors. Evidence has suggested that both general psychopathology and proneness to aggression may share common psychological characteristics. This study aims to investigate the complex relationship between general psychopathology, proneness to aggression, and their contributing factors in community youth. Here, we first examined the association between proneness to aggression and the level of general psychopathology in 2184 community youths (male: 41.2%). To identify common characteristics, we trained machine learning models using LASSO based on 230 features covering sociodemographic, cognitive functions, lifestyle, well-being, and psychological characteristics to predict levels of general psychopathology and proneness to aggression. A subsequent Gaussian Graph Model (GGM) was fitted to understand the relationships between the general psychopathology, proneness to aggression, and selected features. We showed that proneness to aggression was associated with a higher level of general psychopathology (discovery: r = 0.56, 95% CI: [0.52-0.59]; holdout: r = 0.60, 95% CI: [0.54-0.65]). The LASSO model trained on the discovery dataset for general psychopathology was able to predict proneness to aggression in the holdout dataset with a moderate correlation coefficient of 0.606. Similarly, the model trained on the proneness to aggression in the discovery dataset was able to predict general psychopathology in the holdout dataset with a correlation coefficient of 0.717. These results suggest that there is substantial shared information between the two outcomes. The GGM model revealed that isolation and impulsivity factors were directly associated with both general psychopathology and proneness to aggression. These results revealed shared psychological characteristics of general psychopathology and proneness to aggression in a community sample of youths.
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Affiliation(s)
- Ting Yat Wong
- Department of Psychiatry, Perelman School of Medicine, University of Pennsylvania, Philadelphia, USA.
- Department of Psychiatry, The University of Hong Kong, Hong Kong SAR, China.
- Department of Psychology, Education University of Hong Kong, Hong Kong SAR, China.
| | - Zhiqian Fang
- Department of Psychiatry, The University of Hong Kong, Hong Kong SAR, China
| | - Charlton Cheung
- Department of Psychiatry, The University of Hong Kong, Hong Kong SAR, China
| | - Corine S M Wong
- Department of Psychiatry, The University of Hong Kong, Hong Kong SAR, China
| | - Yi Nam Suen
- Department of Psychiatry, The University of Hong Kong, Hong Kong SAR, China.
| | - Christy L M Hui
- Department of Psychiatry, The University of Hong Kong, Hong Kong SAR, China
| | - Edwin H M Lee
- Department of Psychiatry, The University of Hong Kong, Hong Kong SAR, China
| | - Simon S Y Lui
- Department of Psychiatry, The University of Hong Kong, Hong Kong SAR, China
| | - Sherry K W Chan
- Department of Psychiatry, The University of Hong Kong, Hong Kong SAR, China
- State Key Laboratory of Brain and Cognitive Sciences, University of Hong Kong, Hong Kong SAR, China
| | - Wing Chung Chang
- Department of Psychiatry, The University of Hong Kong, Hong Kong SAR, China
- State Key Laboratory of Brain and Cognitive Sciences, University of Hong Kong, Hong Kong SAR, China
| | - Pak Chung Sham
- Department of Psychiatry, The University of Hong Kong, Hong Kong SAR, China
- State Key Laboratory of Brain and Cognitive Sciences, University of Hong Kong, Hong Kong SAR, China
| | - Eric Y H Chen
- Department of Psychiatry, The University of Hong Kong, Hong Kong SAR, China.
- State Key Laboratory of Brain and Cognitive Sciences, University of Hong Kong, Hong Kong SAR, China.
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Kim YJ, Lee CS, Kang SW. Increased adolescent game usage and health-related risk behaviors during the COVID-19 pandemic. CURRENT PSYCHOLOGY 2023:1-12. [PMID: 37359591 PMCID: PMC10068219 DOI: 10.1007/s12144-023-04466-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/24/2023] [Indexed: 04/05/2023]
Abstract
This study examines adolescent game usage and corresponding health-related risk behaviors during a period of limited social interaction and activity due to the COVID-19 pandemic. Participants included 225 middle- and 225 high-school students in Seoul who completed a survey online from October 1 to 30, 2021. The study measured participants' game usage level and the health-related risk behavior index. Findings showed that participants who engaged in excessive gaming showed higher levels of health-related risk behaviors. A multivariate analysis of variance was conducted to compare the health-related risk behaviors of students in the general, potential, and high-risk groups on excessive gaming. Results indicated that female students in the high-risk group showed higher stress levels and fatigue (f = 5.549, p < .01, Cohen's d = 0.016) than the males of the same group. However, male students showed higher physical inactivity levels (f = 3.195, p > .05, Cohen's d = 0.009) than females. The post hoc test indicated clear sex distinctions among the general, potential, and high-risk groups on excessive gaming (p < .001). Among the high-risk game usage group, female students displayed a higher level of risk behaviors than males. Adolescent gaming addiction should be considered an emotional and behavioral disorder for which parental guidance and support are needed, and counseling experts and professionals must come together to provide a cure and reform program.
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Affiliation(s)
- Young-Jae Kim
- Department of Physical Education of Chung, Ang University, 06974 Seoul, Republic of Korea
| | - Chan Sol Lee
- Department of Physical Education of Chung, Ang University, 06974 Seoul, Republic of Korea
| | - Seung-Woo Kang
- Department of Physical Education of Chung, Ang University, 06974 Seoul, Republic of Korea
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Structural equation modeling analysis of risk factors for digital game addiction in adolescents: A web-based study. Arch Psychiatr Nurs 2023; 43:22-28. [PMID: 37032011 DOI: 10.1016/j.apnu.2022.12.031] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/15/2022] [Revised: 11/03/2022] [Accepted: 12/29/2022] [Indexed: 01/07/2023]
Abstract
AIM Digital game addiction warrants study as it has serious negative impacts on adolescents' lives. This study aims to examine digital game addiction in adolescents and its factors. METHODS This cross-sectional study sample consisted of 297 students among 2400 students enrolled in four high schools located in Turkey's Mediterranean region. Data were collected from the adolescents using the Digital Game Addiction Scale for Children between September and December 2021. The STROBE checklist was used for reporting. RESULTS The study found that adolescents who are male, who started playing digital games before the age of six, whose play is unlimited and unsupervised, who play for >10 h a day, who play digital games on the computer, and who do not participate in any other activities are the most at-risk group for digital addiction. CONCLUSIONS Starting to play digital games in early childhood, and having unlimited and unsupervised play increases the risk of digital game addiction. It is recommended that school-based intervention programs are designed to prevent and reduce digital game addiction. In this regard, awareness projects, involving teachers, adolescents, and parents should be planned.
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Çelik İ, Bektaş M. Effects of digital game addiction on cardiovascular health behavior on secondary school students during the COVID-19 pandemic. J Pediatr Nurs 2023; 70:117-125. [PMID: 36924594 PMCID: PMC9995345 DOI: 10.1016/j.pedn.2023.03.001] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/29/2022] [Revised: 03/04/2023] [Accepted: 03/04/2023] [Indexed: 03/17/2023]
Abstract
PURPOSE This study aimed to investigate factors affecting digital game addiction in secondary school students during the COVID-19 pandemic and the effects of digital game addiction on cardiovascular health behavior. DESIGN AND METHODS This descriptive, correlational, and cross-sectional study was conducted with 619 secondary school students aged 10-14 years. Study data were analyzed using World Health Organization AnthroPlus and SPSS programs. Simple linear regression and multiple linear regression methods were used in the analysis process. RESULTS Findings showed that 43.6% of the students played digital games for more than two hours a day. Descriptive characteristics (gender, age, basal metabolic rate, educational status of parent, income status, etc.) and digital gaming habits of the students accounted for 37.0% of the variance in digital game addiction. Digital game addiction adversely affected cardiovascular health behavior and all its sub-dimensions. CONCLUSION The first factor that predicted digital game addiction, in order of significance, was daily digital game playing time. Digital game addiction negatively affected the sedentary lifestyle sub-dimension of cardiovascular health behavior most. Digital game addiction may trigger an increase in the incidence of diseases such as diabetes, cancer, and especially cardiovascular diseases, at later ages. PRACTICE IMPLICATIONS Nurses, schools, and parents have critical responsibilities in preventing digital game addiction. Results of this research will make a remarkable contribution to the development of preventive services by revealing risk factors for digital game addiction and the effects of digital game addiction on cardiovascular health behavior.
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Affiliation(s)
- İsa Çelik
- Dokuz Eylul University, Faculty of Nursing, Inciraltı, Izmir, Turkey.
| | - Murat Bektaş
- Dokuz Eylul University, Faculty of Nursing, Inciraltı, Izmir, Turkey
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Luengo-González R, Noriega-Matanza MC, Espín-Lorite EJ, García-Sastre MM, Rodríguez-Rojo IC, Cuesta-Lozano D, Peñacoba-Puente C. The role of life satisfaction in the association between problematic technology use and anxiety in children and adolescents during the COVID-19 pandemic. Int J Ment Health Nurs 2023; 32:212-222. [PMID: 36184843 DOI: 10.1111/inm.13077] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 09/01/2022] [Indexed: 11/07/2022]
Abstract
The main aim of this study is to explore problematic technology use among adolescents (Internet, video games, mobiles, and television) and its association with anxiety symptoms. Furthermore, we also analysed the possible moderating role of life satisfaction in this relationship during the COVID-19 pandemic in Spain. A cross-sectional survey of 4025 children and adolescents (52% females and 48% males) between 12 and 18 years old was carried out to explore problematic technology use and its correlation with anxiety and life satisfaction after pandemic lockdown. Four multivariate regressions containing the independent variable (problematic technology use), the moderator (life satisfaction), and their interaction were entered to predict the outcome (anxiety). The moderated models were examined using SPSS PROCESS macro software (Model 1). Analyses showed significant positive correlations with anxiety and negative correlations with life satisfaction regarding problematic technology use (mobile phone, television, and internet). Both gender and age had a significant direct effect on anxiety (showing that women and older participants had the greatest anxiety). In the moderation analysis, when life satisfaction was higher, the presence of anxiety symptoms depended to a greater extent on the problematic use of technology. Our results confirm that problematic technology use is related to higher levels of anxiety in adolescents, with differences by age and gender. The results also showed that life satisfaction mediated the relationship between technology abuse and anxiety, such that when life satisfaction was higher, the presence of anxiety symptoms was more dependent on problematic technology use. These findings have implications for health and education professionals.
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Affiliation(s)
- Raquel Luengo-González
- Nursing and Physiotherapy Department, University of Alcalá, Alcalá de Henares, Spain.,Group for Research in Nursing Care, Gregorio Marañón, Health Research Institute (IiSGM), Madrid, Spain
| | | | | | | | - Inmaculada C Rodríguez-Rojo
- Nursing and Physiotherapy Department, University of Alcalá, Alcalá de Henares, Spain.,Laboratory of Cognitive and Computational Neuroscience, Complutense University, Madrid, Spain
| | - Daniel Cuesta-Lozano
- Nursing and Physiotherapy Department, University of Alcalá, Alcalá de Henares, Spain
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Li S, Wu Z, Zhang Y, Xu M, Wang X, Ma X. Internet gaming disorder and aggression: A meta-analysis of teenagers and young adults. Front Public Health 2023; 11:1111889. [PMID: 37089492 PMCID: PMC10115996 DOI: 10.3389/fpubh.2023.1111889] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/30/2022] [Accepted: 03/13/2023] [Indexed: 04/25/2023] Open
Abstract
Background and aims Internet gaming disorder (IGD) and aggression (AG) are widespread phenomena around the world. Numerous studies have explored the relationship between the two but findings from such studies are inconsistent. The meta-analysis aimed to evaluate the relationship between IGD and AG as well as identify the variables moderating the relationship. Method Studies investigating the relationship between IGD and AG were searched using selected terms to identify studies published from 1999 to 2022 on CNKI, Wanfang Data, Chongqing VIP Information Co., Ltd. (VIP), Baidu scholar, ProQuest dissertations, Taylor & Francis, Springer, Web of Science, Google Scholar, Elsevier Science (Science Direct), EBSCO, and PsycINFO. The identified studies were pooled and analyzed. Results A total of 30 samples comprising 20,790 subjects were identified. Results showed that there was a moderate relationship between IGD and AG (r = 0.300, 95%CI [0.246, 0.353]). Moderator analysis revealed that the relationship between IGD and AG was moderated by the region, age, and survey year. Conclusion This meta-analysis indicated that people with a higher level of IGD might show more aggression, and people with more aggression might have a higher level of IGD. The correlation coefficient between IGD and AG was significantly higher in Asia than in Europe, higher in primary school than in middle school and university, and higher by increasing year. Overall, our findings provide a basis for developing prevention and intervention strategies against IGD and AG. Systematic review registration https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42022375267, 42022375267.
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Affiliation(s)
- Shunyu Li
- Center for Higher Education Development Research in Xinjiang, Xinjiang Normal University, Ürümqi, Xinjiang, China
| | - Zhili Wu
- Center for Higher Education Development Research in Xinjiang, Xinjiang Normal University, Ürümqi, Xinjiang, China
| | - Yuxuan Zhang
- Department of Social and Behavioural Sciences, City University of Hong Kong, Kowloon, Hong Kong SAR, China
- *Correspondence: Yuxuan Zhang,
| | - Mengmeng Xu
- Center for Higher Education Development Research in Xinjiang, Xinjiang Normal University, Ürümqi, Xinjiang, China
| | - Xiaotong Wang
- School of Education, Liaoning Normal University, Dalian, Liaoning, China
| | - Xiaonan Ma
- Center for Higher Education Development Research in Xinjiang, Xinjiang Normal University, Ürümqi, Xinjiang, China
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Jia Z, Gao Y, Zhao L, Han S. Longitudinal Relationship between Cognitive Function and Health-Related Quality of Life among Middle-Aged and Older Patients with Diabetes in China: Digital Usage Behavior Differences. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph191912400. [PMID: 36231699 PMCID: PMC9566018 DOI: 10.3390/ijerph191912400] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/05/2022] [Revised: 09/24/2022] [Accepted: 09/26/2022] [Indexed: 06/07/2023]
Abstract
BACKGROUND Cognitive function and health-related quality of life (HRQoL) are important issues in diabetes care. According to the China Association for Aging, it is estimated that by 2030, the number of elderly people with dementia in China will reach 22 million. The World Health Organization reports that by 2044, the number of people with diabetes in China is expected to reach 175 million. METHODS Cohort analyses were conducted based on 854 diabetic patients aged ≥45 years from the third (2015) and fourth (2018) survey of the China Health and Retirement Longitudinal Study (CHARLS). Correlation analysis, repeated-measures variance analysis, and cross-lagged panel models were used to measure the difference in digital usage behavior in the established relationship. RESULTS The results show that the cognitive function of middle-aged and older diabetic patients is positively correlated with HRQoL. HRQoL at T1 could significantly predict cognitive function at T2 (PCS: B = 0.12, p < 0.01; MCS: B = 0.14, p < 0.01). This relationship is more associated with individual performance than digital usage behavior. CONCLUSIONS Unidirectional associations may exist between cognitive function and HRQoL among middle-aged and older Chinese diabetes patients. In the future, doctors and nurses can recognize the lowering of self-perceived HRQoL of middle-aged and older diabetic patients, and thus draw more attention to their cognitive function, in turn strengthening the evaluation, detection, and intervention of their cognitive function.
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Tso WW, Reichert F, Law N, Fu KW, de la Torre J, Rao N, Leung LK, Wang YL, Wong WH, Ip P. Digital competence as a protective factor against gaming addiction in children and adolescents: A cross-sectional study in Hong Kong. THE LANCET REGIONAL HEALTH. WESTERN PACIFIC 2022; 20:100382. [PMID: 35967602 PMCID: PMC9366955 DOI: 10.1016/j.lanwpc.2022.100382] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
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